Artificer
Base Class: Artificer

Using the power of the world around them, elementalists shape and bend a chosen element to their will and use them as a weapon on the battlefield. From pyrokinetics to geomancers, these artificers use either machinery or magical items to control their element of their choice. Air, Earth, Fire, and Water are the four different specialties of choice for elementalists, and there are also elementalists that practice the casting of multiple elements of the world.

Elemental Specialty

Starting at 3rd level, you attune to your chosen element and gain special benefits respective to that element. Choose between Air, Earth, Fire, Water, or the World as your Elemental Specialty.

Air

As an air elementalist, you control the winds and lightning to smite your foes and control the battlefield. At the end of a long rest, you can grant resistance to lightning damage to a number of creatures (including you) up to your proficiency bonus, which lasts until the start of your next long rest.

Also at the end of a long rest, you can imbue your element into one simple or martial weapon so that it deals an extra 1d4 lightning damage when it is used to hit a creature. This damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. This effect lasts until the start of your next long rest.

Finally, you know the gust cantrip, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Air Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Air Elementalist Spells

ARTIFICER LEVEL SPELL

3rd

fog cloud, thunderwave

5th

gust of wind, shatter

9th

lightning bolt, wind wall

13th

conjure minor elementals, storm sphere

17th

conjure elemental, control winds

When you cast conjure minor elementals and conjure elemental, the casting time is 1 action for you, and the form of the elementals you conjure from these spells can only be that of an ice mephit or an air elemental.

Earth

As an earth elementalist, you have the endurance of a mountain and can shape the grounds beneath your feet. You gain proficiency with heavy armor.

At the end of a long rest, you can imbue your element into one simple or martial weapon so that it deals an extra 1d4 bludgeoning, piercing, or slashing damage (your choice) when it is used to hit a creature. This damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. This effect lasts until the start of your next long rest.

Finally, you know the mold earth cantrip, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Earth Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Earth Elementalist Spells

ARTIFICER LEVEL SPELL

3rd

earth tremor, shield

5th

maximilian's earthen grasp, pass without trace

9th

erupting earth, meld into stone

13th

conjure minor elementals, stone shape

17th

conjure elemental, wall of stone

When you cast conjure minor elementals and conjure elemental, the casting time is 1 action for you, and the form of the elementals you conjure from these spells can only be that of a dust mephit or an earth elemental.

Fire

As a fire elementalist, your preferred tactic in battle is igniting your opponents with chaotic flames. At the end of a long rest, you can grant resistance to fire damage to a number of creatures (including you) up to your proficiency bonus, which lasts until the start of your next long rest.

Also at the end of a long rest, you can imbue your element into one simple or martial weapon so that it deals an extra 1d4 fire damage when it is used to hit a creature. This damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. This effect lasts until the start of your next long rest.

Finally, you know the control flames cantrip, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Fire Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fire Elementalist Spells

ARTIFICER LEVEL SPELL

3rd

burning hands, hellish rebuke

5th

flaming sphere, scorching ray

9th

daylight, fireball

13th

conjure minor elementals, wall of fire

17th

conjure elemental, immolation

When you cast conjure minor elementals and conjure elemental, the casting time is 1 action for you, and the form of the elementals you conjure from these spells can only be that of a magma mephit or a fire elemental.

Water

As a water elementalist, you control the flow of combat by creating water out of thin air or using chilling blasts to disable foes. At the end of a long rest, you can grant resistance to cold damage to a number of creatures (including you) up to your proficiency bonus, which lasts until the start of your next long rest.

Also at the end of a long rest, you can imbue your element into one simple or martial weapon so that it deals an extra 1d4 cold damage when it is used to hit a creature. This damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. This effect lasts until the start of your next long rest.

Finally, you know the shape water cantrip, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Water Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Water Elementalist Spells

ARTIFICER LEVEL SPELL

3rd

create or destroy water, ice knife

5th

hold person, snilloc's snowball swarm

9th

tidal wave, wall of water

13th

conjure minor elementals, control water

17th

conjure elemental, maelstrom

When you cast conjure minor elementals and conjure elemental, the casting time is 1 action for you, and the form of the elementals you conjure from these spells can only be that of a steam mephit or a water elemental.

World

As a world elementalist, you are not a master of one element, but act as a jack of all trades when it comes to all elements of the world. You can bend water, weave fire, or even create acid out of nothing. When you spend a spell slot to cast an artificer spell that deals either acid, cold, fire, lightning, or thunder damage, you can temporarily replace its damage type with a different damage type from the same list above.

At the end of a long rest, you can imbue any element into one simple or martial weapon so that it deals an extra 1d4 acid, cold, fire, lightning, or thunder damage (your choice) when it is used to hit a creature. This damage increases to 1d6 at 5th level, 1d8 at 9th level, and 1d10 at 15th level. This effect lasts until the start of your next long rest.

Additionally, you always have certain spells prepared after you reach particular levels in this class, as shown in the World Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

World Elementalist Spells

ARTIFICER LEVEL SPELL

3rd

burning hands, ice knife

5th

acid arrow, dust devil

9th

melf's minute meteors, wind wall

13th

conjure minor elementals, fire shield

17th

cone of cold, conjure elemental

Rapid Casting

At 5th level, you know how to use your element to rapidly inflict pain against enemies. You learn a cantrip based on your chosen elemental specialty.

Air

You learn the shocking grasp cantrip, and can use a bonus action to cast it a number of times equal to your proficiency bonus. You regain expended uses to cast this spell as a bonus action when you finish a long rest.

Earth

You learn the shillelagh cantrip, and can cast it on any weapon. You can make a weapon attack with the effected weapon when casting the spell as well as using a bonus action on subsequent turns for as long as the spell lasts. You can perform a weapon attack in this way a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest.

Fire

You learn the produce flame cantrip, and can use a bonus action to cast it a number of times equal to your proficiency bonus. You regain expended uses to cast this spell as a bonus action when you finish a long rest.

Water

You learn the ray of frost cantrip, and can use a bonus action to cast it a number of times equal to your proficiency bonus. You regain expended uses to cast this spell as a bonus action when you finish a long rest.

World

Choose one of the following spells: acid splash, produce flame, ray of frost, or shocking grasp. You learn this spell, and can use a bonus action to cast it a number of times equal to your proficiency bonus. You regain expended uses to cast this spell as a bonus action when you finish a long rest.

Absorbed Armor

At 9th level, you learn how to absorb your element and use it as a shell of defense. Once per short rest, you can use an action to absorb a square foot of your element that you are specialized in that is up to 30 feet away from you and gain temporary hit points equal to your artificer level plus your Intelligence modifier.

Whenever a creature hits you with a melee attack while you still have these temporary hit points, they receive one point of damage in your specified damage type for every point of damage they deal to you. You also gain a bonus to one type of movement speed while having these temporary hit points.

Additionally, you gain one permanent benefit depending on your chosen elemental specialty.

Air

You can absorb air or lightning/electricity and deal thunder or lightning damage (respectively). While you have the temporary hit points gained from this feature, you have a flying speed equal to 10 feet.

You also gain permanent resistance to lightning damage.

Earth

You can absorb any type of ground or stone and deal magical piercing damage. While you have the temporary hit points gained from this feature, you have a burrowing speed equal to 10 feet.

You also gain a +1 bonus to AC if you are wearing armor.

Fire

You can absorb fire and deal fire damage. While you have the temporary hit points gained from this feature, you add 10 feet to your movement speed.

You also gain permanent resistance to fire damage.

Water

You can absorb any form of water and deal cold damage. While you have the temporary hit points gained from this feature, you have a swimming speed of 60 feet.

You also gain permanent resistance to cold damage.

World

At the end of a long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You have resistance to that damage type until the start of your next long rest.

You can absorb any material from the Absorbed Materials table, and the damage type you deal is based on the absorbed material:

Absorbed Materials

Absorbed material

damage type

Air

Thunder damage

Any form of water

Cold damage

Any type of ground or stone

Magical piercing damage

Fire

Fire damage

Lightning or electricity

Lightning damage

Elemental Investiture

At 15th level, you can unleash the full power of your specialized element. Your elemental specialty gives you one spell you can cast once per long rest.

Air

You can cast the investiture of wind spell once per long rest.

Earth

You can cast the investiture of stone spell once per long rest.

Fire

You can cast the investiture of flame spell once per long rest.

Water

You can cast the investiture of ice spell once per long rest.

World

Choose one of the following spells: investiture of flame, investiture of ice, investiture of stone, or investiture of wind. You can cast that spell once per long rest.

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